You are on page 1of 4

A Farsight Enclaves army is chosen using the army list presented in Codex: Tau Empire.

It also has a series of


supplemental rules (presented below) that can be used in addition to the material found in Codex: Tau Empire.
Note that you can only use the options from one codex supplement when choosing your army.

BATTLESUIT SPEARHEAD
In a Farsight Enclaves army, all XV8 Crisis Teams are troops choices instead of elites choices. However, when
choosing a Farsight Enclaves army, you must include at least one XV8 Crisis Team consists of three models (not
including Drones).

ORK HUNTERS
Units in a Farsight Enclaves army have the Preferred Enemy (Orks) special rule when making close combat
attacks.

TALISSERA BOND
Units in a Farsight Enclaves army that have the option to take the Bonding Knife Ritual special rule must do so.

SIGNATURE SYSTEMS
Any character in your army that may select Signature Systems may not select from those listed in Codex: Tau
Empire, but may instead select from the Signature Systems of the Farsight Enclaves (opposite), at the points
cost shown. Note that XV104 Riptides in your army may select items from the Signature Systems of the
Farsight Enclaves.

FARSIGHTS COMMANDER TEAM
When choosing a Farsight Enclaves army, you have access to a special unit called Farsights Commander Team.
If you choose to take this unit, Commander Farsight does not allow you to take an XV8 Crisis Bodyguard Team
as normal; he has the Commander Team instead. This special unit is an HQ choice that does not take of a Force
Organisation slot and consists of up to seven other battlesuits chosen from the Eight. They must be equipped
exactly as described; the Signature Systems rule above does not apply to them. They can take no other
options. Each of the Commander Team models is Unique and has the Independent Character special rule. Full
rules and points costs for the Eight can be found in the Appendix of this book.

DIVERGENT DESTINY
A Farsight Enclaves army cannot not include AunVa or Commander Shadowsun.

ALLIES
In addition to following the Allies Matrix for Codex: Tau Empire, Farsight Enclaves detachments and Codex:
Tau Empire detachments may ally together as Battle Brothers.

FORGING A NARRATIVE
Though these rules represent an army of the established Farsight Enclaves, where Ethereals are absent and
unwelcome, you may wish to play an army from before OShovahs rebellion. If so, it is perfectly acceptable to
include Ethereals (except AunVa), as Farsight had at least three Ethereal advisors when he first set out.



When generating his Warlord Traits, a Farsight Enclaves Warlord may either roll on the Warlord Traits table in
the Warhammer 40,000 rulebook or on the table below.

1 The Way of the Short Blade: The hero has made it his lifes work to study the Way of the Short Blade,
Farsights groundbreaking treatise on close quarters battlesuit combat.

The Warlord has Weapon Skill 5. If your Warlord is not equipped with a battlesuit, re-roll
this result.

2 Echoes of the Grand Master: Through the teachings of Farsight, a portion of Commander Puretides
genius will sometimes blossom in the most gifted students.

The Warlord has one of the following special rules (choose which one as soon as this
Warlord Trait is rolled): Counter-attack, Furious Charge, Monster Hunter, Stubborn or
Tank Hunter.

3 The Way of the Broken Sword: Commander Farsight teaches that a foe whose cohesion has been broken
apart is already half beaten.

One use only. Declare your Warlord is using this ability at the start of one of your
opponents turns. Your opponent has a -1 modifier to Reserve Rolls he makes this turn.

4 The Fire Unquenchable: The spark of flame in every Fire Warriors heart is fanned to a blaze in the
presence of this legendary hero.

The Warlord has the Fearless special rule. All friendly units from Codex: Tau Empire within
6" of the Warlord have the Stubborn special rule.

5 Countercrisis: Farsight knows well when to strike without hesitation, and he teaches his commanders the
same.

XV8 Crisis Teams have a +1 modifier to their Reserve Rolls.

6 Through Surety, Destruction: The commander has optimised a specific firing solution, drilling his unit in a
set piece kill that exemplifies Farsights favoured Montka philosophy.

One use only. Declare your Warlord is using this ability at the start of one of your
Shooting phases. For the duration of the phase, the Warlord and his unit have the Shred
special rule.




The Signature Systems used in the Farsight Enclaves are, if anything, even rarer than their equivalents in the
Tau Empire at large. Only one of each Signature System may be taken per army.

THE MIRRORCODEX - 50 POINTS: After the Damocles Crusade, Farsight applied his genius to unravelling the
Imperiums wardoctrine, codifying the main tenets of both the Tactica Imperialis and the Codex Astartes.
Farsight attempts the same with every alien species he encounters, incorporating what he learns into his
Dathlevral, or Mirrorcodex.

If a model in your army has the Mirrorcodex, you add 1 to your dice roll when Seizing the
Initiative. Furthermore, if a model in your army is bearing the Mirrorcodex, roll a D6 at the
beginning of each of your turns and consults the table below.
The effects listed affect the bearer and all friendly units within 6, and last until the end of the
turn.
D6 roll Effect

1-3 None

4 Preferred Enemy (Space Marines) special rule

5 Preferred Enemy (Space Marines and Imperial Guard) special rule

6 Preferred Enemy (Everyone!) special rule

SEISMIC FIBRILLATOR NODE - 45 POINTS : On his adopted home planet of Viorlos, OShovah bested the
Ork Warlord Grog by turning the elements against him. Instrumental in these victories was the Seismic
Fibrillator Node, an invention of Earth caste scientist OVesa. This disc-like device emits resonant frequencies of
such power that they cause localised earth tremors. When used correctly, this tremor can be greatly magnified.

One use only. A model with the Seismic Fibrillator Node may use it at the beginning of any turn.
Roll a D6.

On the roll of a 1, there is no effect, however, on a 2+, all open ground within 36" is treated as
difficult terrain, and all difficult terrain is treated as dangerous terrain.

Roll a D6 at the end of each turn in which the Nodes effects are in play.

On a 1-4, the Nodes effects cease, otherwise the Nodes effects continue for the duration of the
next turn.



WARSCAPER DRONE - 35 POINTS : Farsight first mastered turning a planets environment against his foes
on the oxide planet of Arkunasha. Since then, he has never passed up an opportunity to use a worlds
topography and climate against the enemy. To achieve this, he sends out Warscaper Drones of his own
invention before each major engagement. The drones intelligence will augment the owners own systems with
detailed scans of the local environment, allowing him to draw the enemy into dangerous locations, without
putting himself in harms way.

Nominate a drone purchased by the character from the Drones list this is a Warscaper Drone in
addition to its usual type. All models in the same unit as the Warscaper Drone has the Move
Through Cover, Outflank and Acute Senses special rules. Furthermore, any enemy unit that is both
outside of its deployment zone and within 12" of a Warscaper Drone treats difficult terrain as
dangerous terrain.

FUSION BLADES - 30 POINTS : This peculiar but deadly innovation was created at the request of the third
Commander Brightsword. They are, in appearance, heavily modified fusion blasters, but in truth, they are
miracles of science. When the firing impulse is sustained, each weapon can fire a constant stream of energy
that blazes from the muzzle of the gun like a blade of pure light.

Commander with a twin-linked fusion blaster only. Replace one twin-linked fusion blaster with:


Power Outage: Roll a D6 at the end
of every Assault phase in which the
Fusion Blades used their Melee
profile. On the roll of a 1, neither the
Shooting nor Melee profile may be
used for the rest of the game.


EARTH CASTE PILOT ARRAY - 30 POINTS : The squat, muscular physiology of the Earth caste makes them
ill-fitting pilots for their famous battlesuits. In the Farsight Enclaves, however, it is not unheard of for a
battlesuit to be built to accommodate an Earth caste pilot. The honour of donning the Heros Mantle has been
granted to very few such individuals, but an Earth caste pilot can judge a battlesuits accuracy and energy
tolerances far better than his Fire caste equivalent, even if his skill at close quarters leaves much to be desired.

The model re-rolls all rolls of 1 To Hit in the Shooting phase, and may re-roll the dice when using a
Nova Reactor. However, their Weapon Skill is 1.

TALISMAN OF ARTHAS MOLOCH - 25 POINTS : The artefact world of Arthas Moloch was little more than a
devastated wasteland when the Farsight Expedition arrived. Yet they recovered a number of strange artefacts
there, this hexagrammatic talisman among them. Farsight has seen first hand that the talisman protects the
wearer and those around him from baleful energies, though neither he nor his advisors have the faintest idea of
how it works.

The Talisman of Arthas Moloch confers a 5+ invulnerable save. In addition, the bearer and all
friendly units within 12" roll four D6 for their Deny the Witch rolls instead of one, taking the
highest result.

You might also like